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Oyunların Büyüsü Eğitimle Buluşuyor: Eğitim Programlarını Oyunlaştırma ile Zenginleştirmek

Year 2024, Volume: 23 Issue: 71, 3 - 23
https://doi.org/10.25282/ted.1591224

Abstract

Bu çalışmada, oyunlaştırmanın eğitim programlarını geliştirmedeki rolü incelenmektedir. Oyunlaştırma, oyun elementleri ve tasarım tekniklerinin oyun dışı alanlara, özellikle eğitime uygulanması olarak tanımlanır. Çalışma, oyunlaştırmanın öğrenci motivasyonu, katılımı ve öğrenme çıktıları üzerindeki etkilerini değerlendirmeyi amaçlamaktadır.

Literatür taraması kapsamında, oyunlaştırmayı destekleyen eğitim teorileri (yapılandırmacılık, davranışçılık, sosyal öğrenme teorisi) ve motivasyon teorileri (öz-belirleme teorisi, akış teorisi) incelenmiştir. Oyunlaştırmanın tarihsel gelişimi ve teknolojik ilerlemelerle birlikte eğitimdeki uygulamaları ele alınmıştır. Puanlar, rozetler, liderlik tabloları gibi yaygın oyunlaştırma elementleri ve anlatı kullanımı gibi stratejiler detaylandırılmıştır.

Çalışma, oyunlaştırmanın öğrenci motivasyonunu artırdığını, katılımı teşvik ettiğini ve öğrenme çıktılarının iyileştirilmesine katkı sağladığını ortaya koymaktadır. Farklı eğitim seviyelerinde (ilköğretim, ortaöğretim, yükseköğretim) oyunlaştırmanın uygulanma biçimleri ve etkileri incelenmiştir. Teknolojik platformlar ve araçların (özel oyunlaştırma yazılımları, mobil uygulamalar, öğrenme yönetim sistemleri) oyunlaştırmanın etkinliğine nasıl katkıda bulunduğu değerlendirilmiştir.

Ayrıca, oyunlaştırmanın potansiyel dezavantajları ve sınırlamaları, etik ve kültürel bağlamlarda tartışılmıştır. Gelecekteki eğilimler arasında artırılmış gerçeklik (AR), sanal gerçeklik (VR) ve yapay zeka (AI) gibi yeni teknolojilerin entegrasyonu vurgulanmıştır.

Sonuç olarak, oyunlaştırmanın eğitim programlarını geliştirmede güçlü bir araç olduğu, ancak etkili bir uygulama için stratejik planlama, eğitici eğitimi ve teknolojik altyapının önem taşıdığı belirtilmiştir. Gelecekteki araştırmaların, oyunlaştırmanın uzun vadeli etkilerini ve farklı öğrenci grupları üzerindeki sonuçlarını daha derinlemesine incelemesi önerilmektedir.

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The Magic of Games Meets Education: Enriching Education Programs with Gamification

Year 2024, Volume: 23 Issue: 71, 3 - 23
https://doi.org/10.25282/ted.1591224

Abstract

This study examines the role of gamification in improving educational programs. Gamification is defined as the application of game elements and design techniques to non-game domains, especially education. The study aims to evaluate the effects of gamification on student motivation, engagement and learning outcomes.

Within the scope of the literature review, educational theories (constructivism, behaviorism, social learning theory) and motivation theories (self-determination theory, flow theory) supporting gamification were examined. The historical development of gamification and its applications in education with technological advances are discussed. Common gamification elements such as points, badges, leaderboards and strategies such as the use of narrative are detailed.

The study reveals that gamification increases student motivation, encourages engagement and contributes to improved learning outcomes. The implementation and effects of gamification at different educational levels (primary, secondary, tertiary) are examined. How technological platforms and tools (specialized gamification software, mobile applications, learning management systems) contribute to the effectiveness of gamification is assessed.

Furthermore, the potential disadvantages and limitations of gamification are discussed in the context of ethical and cultural considerations. Among future trends, the integration of new technologies such as augmented reality (AR), virtual reality (VR) and artificial intelligence (AI) was highlighted.

In conclusion, gamification is a powerful tool for improving educational programs, but strategic planning, educator training and technological infrastructure are important for effective implementation. It is recommended that future research should examine the long-term effects of gamification and its outcomes on different student groups in more depth.

References

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  • 2. Kiryakova G, Angelova N, Yordanova L. Gamification in education. 2014;. 679-84.
  • 3. Christopoulos A, Mystakidis S. Gamification in Education. Encyclopedia. 2023;3(4):1223-43.
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  • 5. Ndlovu TN, Mhlongo S. An investigation into the effects of gamification on students’ situational interest in a learning environment. İçinde: 2020 IEEE Global Engineering Education Conference (EDUCON) [İnternet]. 2020. s. 1187-92. Erişim adresi: https://ieeexplore.ieee.org/document/9125264
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  • 27. Shortt M, Tilak S, Kuznetcova I, Martens B, Akinkuolie B. Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning. 2023;36(3):517-54.
  • 28. Dichev C, Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education. 2017;14(1):9.
  • 29. Zeybek N, Saygı E. Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture. 2024;19(2):237-64.
  • 30. Avsar EK. Analysis of Gamification of Education. The Online Journal of New Horizons in Education. 2017;7(1):20-3.
  • 31. Dicheva D, Dichev C, Agre G, Angelova G. Gamification in Education: A Systematic Mapping Study. Educational Technology & Society. 2015;18:75-88.
  • 32. Werbach K. (Re)Defining Gamification: A Process Approach. Içinde: Spagnolli A, Chittaro L, Gamberini L, editörler. Persuasive Technology. Cham: Springer International Publishing; 2014. s. 266-72.
  • 33. Mekler ED, Brühlmann F, Tuch AN, Opwis K. Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior. 2017;71:525-34.
  • 34. Aldemir T, Celik B, Kaplan G. A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior. 2018;78:235-54.
  • 35. Hunter D, Werbach K. For the Win: How game thinking can revolutionize your business. University of Pensylvania. 2012.
  • 36. Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. 2011;(September):9-15.
  • 37. Oliveira W, Hamari J, Shi L, Toda AM, Rodrigues L, Palomino PT, vd. Tailored gamification in education: A literature review and future agenda. Educ Inf Technol. 2023;28(1):373-406.
  • 38. Subhash S, Cudney EA. Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior. 2018;87:192-206.
  • 39. Huang WHY, Soman D. Gamification Of Education. Report Series: Behavioural Economics in Action. 2013;29(4):37.
  • 40. Kim JT, Lee WH. Dynamical model for gamification of learning (DMGL). Multimed Tools Appl. 2015;74(19):8483-93.
  • 41. Buckley P, Doyle E. Gamification and student motivation. Interactive Learning Environments. 2016;24(6):1162-75.
  • 42. Ryan RM, Deci EL. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist. 2000;55(1):68-78.
  • 43. Kapp KM. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer; 2012; 302..
  • 44. Ibáñez MB, Delgado-Kloos C. Augmented reality for STEM learning: A systematic review. Computers & Education. 2018;123:109-23.
  • 45. Plass JL, Homer BD, Kinzer CK. Foundations of Game-Based Learning. Educational Psychologist. 2015;50(4):258-83.
  • 46. Gee J. What Video Games Have to Teach Us About Learning and Literacy. Computers in Entertainment. 2003;1:20.
  • 47. Johnson DW, Johnson RT. Cooperation and the Use of Technology. İçinde: Handbook of Research on Educational Communications and Technology. 3. bs Routledge; 2007.
  • 48. Bogost I. How to do things with videogames [İnternet]. Minneapolis: University of Minnesota Press; 2011. 180 s. (Electronic mediations). Erişim adresi: https://www.jstor.org/stable/10.5749/j.cttttmwd
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Details

Primary Language Turkish
Subjects Medical Education
Journal Section Review
Authors

Egemen Şen 0000-0002-0823-2928

Hatice Şahin 0000-0002-5200-7533

Early Pub Date December 24, 2024
Publication Date
Submission Date November 25, 2024
Acceptance Date December 6, 2024
Published in Issue Year 2024 Volume: 23 Issue: 71

Cite

Vancouver Şen E, Şahin H. Oyunların Büyüsü Eğitimle Buluşuyor: Eğitim Programlarını Oyunlaştırma ile Zenginleştirmek. TED. 2024;23(71):3-23.